Abstract The purpose of this study is to find out the effect of sports virtual training with applied sports science and information and communication technology (ICT) for adults. We have developed a 4-week workout program that focuses on improving basic endurance, strength, and function. The experiment is to derive the kinematic data for ergonomic evaluation of indoor sports device combined with a virtual image and to compare and evaluate the pre- and post-body composition. Twenty-one participants were selected, and each training program was conducted considering individual differences and levels. Results showed that 4-week sports virtual reality (VR) training program developed in this study turned out to be appropriate as a sport VR traini...
International audienceThe present study tested the effects of sensorial inputs on performance and at...
The purpose of this study is to explore if the use of virtual reality (VR) improves performance in s...
Technologies associated with virtual reality, i.e. sensory display technology, motion capture, eye-t...
Objective. The objective of this study is to find and compare the effects of isokinetic training and...
Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this...
Purpose: There is no significant evidence of both biological and motivational effects between virtua...
Summary: This study examined the influence of set-interval and repetition-interval rest time of virt...
The literature to date is limited regarding the implantation of VR in healthy young individuals with...
Although there are many virtual reality (VR) applications in sports, only a handful of studies visua...
The purposes of this study were twofold: (1) to describe a new technological solution for the rehabi...
Background: The physical fitness of athletes is well above the average of normal people. In addition...
In the digitalized era, we do less and less physical work, which in turn leads to less physical acti...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...
Background: When it comes to rehabilitation following many injuries and disabilities, exercise thera...
Research has shown that exercise among college aged persons has dropped over recent years (Lindahl, ...
International audienceThe present study tested the effects of sensorial inputs on performance and at...
The purpose of this study is to explore if the use of virtual reality (VR) improves performance in s...
Technologies associated with virtual reality, i.e. sensory display technology, motion capture, eye-t...
Objective. The objective of this study is to find and compare the effects of isokinetic training and...
Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this...
Purpose: There is no significant evidence of both biological and motivational effects between virtua...
Summary: This study examined the influence of set-interval and repetition-interval rest time of virt...
The literature to date is limited regarding the implantation of VR in healthy young individuals with...
Although there are many virtual reality (VR) applications in sports, only a handful of studies visua...
The purposes of this study were twofold: (1) to describe a new technological solution for the rehabi...
Background: The physical fitness of athletes is well above the average of normal people. In addition...
In the digitalized era, we do less and less physical work, which in turn leads to less physical acti...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...
Background: When it comes to rehabilitation following many injuries and disabilities, exercise thera...
Research has shown that exercise among college aged persons has dropped over recent years (Lindahl, ...
International audienceThe present study tested the effects of sensorial inputs on performance and at...
The purpose of this study is to explore if the use of virtual reality (VR) improves performance in s...
Technologies associated with virtual reality, i.e. sensory display technology, motion capture, eye-t...